Mighty blow in competition pack
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Mighty blow in competition pack
Do you pick armor or injury before you roll, or do you just roll armor, and then decide if you want to use it on armor?
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- Digger Goreman
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Re: Mighty blow in competition pack
It being strongly intimated that the C.R.A.P. rules
are the equivalent of LRB 6.0, then Mighty Blow works as an "if needed" +1 modifier:
If an armor roll would not break without the +1, then MB gives you the armor break and would NOT be available for the injury roll....
If you break armor without needing MB, then MB is applied as a +1 to the injury roll (2d6), and not to the injury result (1d6, 1d8)....

If an armor roll would not break without the +1, then MB gives you the armor break and would NOT be available for the injury roll....
If you break armor without needing MB, then MB is applied as a +1 to the injury roll (2d6), and not to the injury result (1d6, 1d8)....
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Re: Mighty blow in competition pack
While this is how it generally works in practice, it is not entirely correct. This next quote is from LRB 5.0+ p.11, but the rule has not changed in LRB 6.0/CRP. (I just don't have the CRP in front of me to quote from.) Emphasis is mine.Digger Goreman wrote:Mighty Blow works as an "if needed" +1 modifier:
If an armor roll would not break without the +1, then MB gives you the armor break and would NOT be available for the injury roll....
If you break armor without needing MB, then MB is applied as a +1 to the injury roll (2d6), and not to the injury result (1d6, 1d8)....
Thus, you roll armor and then choose whether or not to use Mighty Blow. If you break armor without using Mighty Blow, you roll injury and then choose whether or not to use Mighty Blow. Mighty Blow may not be used to affect results on the Casualty Table (i.e. the d6d8 roll).Unless stated otherwise in the skill description you never have to use a skill just because the player’s got it, and you can choose to use a skill that affects a dice roll after rolling the dice.
So while Digger is correct in how the skill is usually used, you could (for reasons passing understanding) take pity on an opponent and choose not to use it, or use it even when it won't change the result. (i.e. Using Mighty Blow to change an Injury Roll from a 2 to a 3 doesn't stun the player any worse - but you can still use it.)
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Re: Mighty blow in competition pack
Well, you could forego KO to get a chance at a cas on the foul.JPS wrote:you could (for reasons passing understanding) take pity on an opponent and choose not to use it,

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Re: Mighty blow in competition pack
>Well, you could forego KO to get a chance at a cas on the foul.
Most hard-assed story ever from my old league:
1. Skaven team does something to seriously piss off our orc coach.
2. Orc coach targets Mr. super favourite Gutter Runner.
3. Orc coach Piles on said gutter runner, but only manages a Badly Hurt(!)
4. Orc coach uses his own apoth (legal in our league) to heal the gutter runner, then fouls him on the same turn, inflicting the coveted but very unlikely kill.
Needless to say, the guy is a legend in our league
Most hard-assed story ever from my old league:
1. Skaven team does something to seriously piss off our orc coach.
2. Orc coach targets Mr. super favourite Gutter Runner.
3. Orc coach Piles on said gutter runner, but only manages a Badly Hurt(!)
4. Orc coach uses his own apoth (legal in our league) to heal the gutter runner, then fouls him on the same turn, inflicting the coveted but very unlikely kill.
Needless to say, the guy is a legend in our league

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Re: Mighty blow in competition pack
It is also in the Q&A:
Q: Can I declare the use of Kick after the Kick-Off scatter roll?
Q: Can I declare the use of Mighty Blow after the armour roll?
Q: Can I declare the use of Diving Tackle after the dodge roll?
A: You may always wait until after the dice have rolled before applying a skill, this also covers Mighty Blow, Diving Tackle, Break Tackle and Kick.
Q: Can I declare the use of Kick after the Kick-Off scatter roll?
Q: Can I declare the use of Mighty Blow after the armour roll?
Q: Can I declare the use of Diving Tackle after the dodge roll?
A: You may always wait until after the dice have rolled before applying a skill, this also covers Mighty Blow, Diving Tackle, Break Tackle and Kick.
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Re: Mighty blow in competition pack
love this level of retributionplasmoid wrote:>Well, you could forego KO to get a chance at a cas on the foul.
Most hard-assed story ever from my old league:
1. Skaven team does something to seriously piss off our orc coach.
2. Orc coach targets Mr. super favourite Gutter Runner.
3. Orc coach Piles on said gutter runner, but only manages a Badly Hurt(!)
4. Orc coach uses his own apoth (legal in our league) to heal the gutter runner, then fouls him on the same turn, inflicting the coveted but very unlikely kill.
Needless to say, the guy is a legend in our league
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- lunchmoney
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Re: Mighty blow in competition pack
(I veer slightly off topic here, so appologies for that)
so legal in all leagues unless a commish says otherwise 
i'm sure some one will correct me if i'm wrong, but.......plasmoid wrote:.....4. Orc coach uses his own apoth (legal in our league) to heal the gutter runner, .........
it doesnt say you have to use apoth on your own player, just a playerthe rulebook wrote: During a match, an Apothecary may attempt to cure a player
who has suffered a Casualty or been KO'd. An Apothecary can
be used only once per match. If the player was KO'd leave him
on the pitch Stunned or in the Reserves box if not on the pitch.
Otherwise immediately after the player suffers the Casualty, you
can use the Apothecary to make your opponent roll again on the
Casualty table (see page 25) and then you choose which of the
two results to apply. If the player is only Badly Hurt after this roll
(even if it was the original Casualty roll) the Apothecary has
managed to patch him up and pump him full of painkillers so that
the player may be moved into the Reserves box.


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Re: Mighty blow in competition pack
As stated in the text it looks like you can.lunchmoney wrote: it doesnt say you have to use apoth on your own player, just a playerso legal in all leagues unless a commish says otherwise
This is very twisted to think about healing KO players in order to make more CAS.
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Re: Mighty blow in competition pack
Don't care how twisted it is, I'm doing it next game!!!!Elyoukey wrote:As stated in the text it looks like you can.lunchmoney wrote: it doesnt say you have to use apoth on your own player, just a playerso legal in all leagues unless a commish says otherwise
This is very twisted to think about healing KO players in order to make more CAS.
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Re: Mighty blow in competition pack
This would also means you could try to use your Apo on any opponent who suffers a CAS and choose your favorite result !Elyoukey wrote:As stated in the text it looks like you can.lunchmoney wrote: it doesnt say you have to use apoth on your own player, just a playerso legal in all leagues unless a commish says otherwise
This is very twisted to think about healing KO players in order to make more CAS.
This would mean 5/9 chances to cripple your opponent favorite player !
And it would also set the problem "who gets the right to use the Apo first ?"
Hopefully, i don't think it's possible since :
CRP wrote:(...) It costs 50,000 gold pieces to purchase an Apothecary to permanently look after your team during a match (...)
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Re: Mighty blow in competition pack
I think that quote is the best way to argue that you can only use the apo on your own player. See, your opponent rolls on the casualty table in the first place. He has to do it again if you choose the apo. If you had been the opponent doing the rolling in the first place, then you cannot do so again, hence you cannot use your own apo on the opponents players.CRP wrote:Otherwise immediately after the player suffers the casualty, you can use the apothecary to make your opponent roll again on the casualty table (see page 25) and then you choose which of the two results to apply
Hmm. After writing this post I'll admit that it is a bit of a slippery slope. The word "again" doesn't necessarily mean that the opponent had to make the first roll in the first place. Well, this would surely mean that I'd start to consider taking extra apos as inducements.

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- Darkson
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Re: Mighty blow in competition pack
Bingo.Rhyoth wrote:Hopefully, i don't think it's possible since :CRP wrote:(...) It costs 50,000 gold pieces to purchase an Apothecary to permanently look after your team during a match (...)
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Re: Mighty blow in competition pack
Thank nuffle I was wrong there. Dirty thoughts were starting to appearDarkson wrote:Bingo.

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TOs! You do not need multiple copies of rosters. It's a waste of paper.
Bribe level: good coffee.
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Re: Mighty blow in competition pack
It would just fit so well with the character of Blood Bowl. Apo's would still be reserved for the star players, just not your own.
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